#MALEGHAST HOMEBREW
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I am really unsure it sounds fun to deal with
Having the entirety of the goregrinder roster be hit on 2+is kinda comical
Repel i assume you want to almost exclusively see on allies but theres not really any defense that makes it look good to me
I assume you go with either 3+ or 4+ on your units
With repel that would be up to 4+ or 5+
If its up to 4+, it feels slightly overcomplicated i guess and might not feel as impactful. I think its fine tho.
If its 5+, its broken.
Maybe changing the removal condition would be better. Then it only applies to specific conditions. Like what if they were removed when you moved. Then you want to set it up on a specific unit and act on it immidately. Or one that has already acted this round
Ty
So, did anybody here try out any homebrew houses made by other people?
Ive yet to myself
me neither
still have yet to finish either of mine
maybe i'll work on sanctuary tonight
I'm testing The Archive right now and, uh, they really suffer against Abhorrers.
Given that most of their damage is instances of 1 and they don't have many sources of Strength (at least at Spite) but a lot of Vulnerable spread, most of their damage gets soaked by all of Abhorrers Vitality and then they get the snot beaten out of them in return.
Quick question regarding the Archive SysOp's Monoblade ACT upgrade:
MONOBLADE: Attack, Melee. On hit: 1 damage, attack again. Synchronized: ignoring armor.
If I attack, hit, then attack and hit again, do I repeat that chain? Does that continue until I miss?
Oh my goodness look at them
That’s impeccable, those would fit right in with the mainline tokens
I love those, great work!
Beautiful! 
Thanks! Now they just need playtested...
@peak zodiac On that note, were there any mechanical updates or just art so far?
images ported in
adjusted their position a bit so they fit nicely and not float xd
Just art, the Google doc is current
Wonderful! I wish I had tts so I could see them 😦
i have no idea how much it costs in money, but in hryvnias its 279
so 8 dollars
That's a good deal
tts goes on sale more than anything else
dance dance dance till you're dead
@ivory bane
Had three games with Archive today, thoughts are:
- It's very hard to use drones effectively except as signal relays for Synchronize
- It's very easy to stay in a ball and bounce Synchronize between powerful units, maybe reducing synchronize to adjacency at end of turn would make drones and other synchronize effects more powerful
- Would buff the Lightning Claw effect chance since the Drone attack is very weak as is
- Would increase the SOUL cost of System Interrupt
It might be worth giving the thrall trait to the Synchronize mechanic itself and reworking the drone a bit, from my 1 game of playing
Also the tyrant seems like it doesn't have a good way to get through walls rn
Letting "Unmake" destroy all adjacent walls when synchronized might be good
Wdym by that?
I think it means giving the Drone an ability that lets it synchronize itself or a nearby ally, even if it doesn't already have Synchronize
I was thinking making Synchronize just hop to the nearest unit when it dies or something, idk if that would ruin the strategy/counterplay but it seemed like if I managed to kill the synced unit, unless the Sysop was yet to activate or she had soul it was really hard to recover the round
used to work like that according to the changelog, but was nerfed
finally wrapped this gal up
now for the necro.....
one of these days i'll get back to work
Once I get tts I think they’ll be one of the first homebrew houses I’ll play
cannot believe how active this place is already
Tis that new game goldrush
Started working on the Butchery Engine
Goregrinders get a giant monster robot
It does funny stuff like berserk token dispensing at very long ranges
Anyone got funny butchery engine abilities
Maybe forced targeting?
It's so scary that you can't shoot at adjacent units
Though that is very strong
needs a melee attack that just fucking obliterates something
So maybe a 1/round taunt
it's the butcher engine
also I'm still haunted by thoughts of making a house themed around music somehow
so that I can have thralls called Deadbeats
Here's your necromancer:
hmm.
Is the butchery engine a unit or like a map concept?
I believe Fluffy is doing like
special NPC bossfight setups for each faction
So it would indeed be a unit
Oh gotcha
The butchery engine is a goregrinders Higher Being focused on being a weird mix of a berserker, a warlord and a pain ghoul
Clearly a Deadsouls necro
I am making One higher being for each faction and then one for each of my homebrew factions
(Because we all deserve to be self indulgent and selfish sometimes)
COLDGRAVERS
Every final full moon of the cycle, Coldgravers gather in raucous celebration, music, and battle so that their patron, the Last Breath, may hear them from beyond the Veil. The loudest chosen are stretched thin across the border between life and void, bodies turned ethereal as they are gifted the power to manipulate souls with no forms. Coldgraver necromancers are partygoers, musicians, and composers joined by hosts of specters and wraiths who gladly rehearse their rhythmic brand of battle on everything and everybody, always in preparation for their final performance.
Soundtrack:
Danny Baranowsky - Portabellohead
CRX - Broken Bones
Chris Christodoulu - Reaped By Death
Ooooooooo
Chris Christodoulou W
never not goes hard
Thinking about potential third factions to add to hit that sweet sweet rule of 3
My only idea for a 3rd faction I have is kinda a meme/super out there so I’m not sure I wanna pursue it
Thinking about a suggestion I got a while ago for decentralized necromancer
But that might be a “you’ve highed your last concept Fluffy” situation
The necromancer is a Server/Obelisk(Giga wall that isn’t a unit) which relies on a horde of possessed robots
I've got a half-baked Tax Auditors house, so, go for it
i'm only doing two homebrew
one black background one white background
one with three unique tags and one with two
made an updated version of the template
now has all 5 tables for units and 1 for necros
its in the drive
oh i also made a template like, a week ago hold on gfdkjnghjf
it requires you to have the magnagothica typeface (metal blackletter, if i recall) and works best in libreoffice
but the docx can be opened in any program
its a little dirty because i started using v1 to write, and then realized the issues with the template and modified it after id already written some stuff down aack
@ivory bane 4th game with Archive played
- System Interrupt need either a big soul cost boost, or needs a different effect
- Drones really need a buff
- Eliminators could use a slight nerf, maybe 1 less HP? Also, I've never been tempted to take Mirror Skin when the other 2 upgrades are so powerful
something I could see for System Interrupt is choosing which of your opponent's units goes next
archive was updated today, i am yet to upload the upgrade because ive been binging caves of qud again
👀 looking at it right now
the changes look good, though I still think the Drone's Ferrous Claw and Lightning Claw could both use a buff, while the eliminator could still use use a slight nerf, and System Interrupt is still way too powerful
Oh you mean coq?
correct
Never played with it but I think I'd enjoy some coq
Its a fun game. It is kinda hillarious how long it can be and how it can end
Let me go and update the archive on the table
Any updates for the coven/scortifiore?
If you are updating the mod, the Penitents are labeled as Thralls, and the Chosen are still labeled as Cultists
I remember fixing the penitents weeks ago
Oops
Give me 20 mins to launch tabletop sim again
yup, in the homebrew folder I made it should have the most up to date version which includes the Tyrant buff and a few other changes
first testrun of the full Apöstexx list
no art yet, and havent played them yet. i tried to keep it pretty balanced by eye but like
no idea gfkdjgnjdf hopefully its not horribly broken. i want to get a good grade in first drafts aack
What's the range on the Dredge's submit?
I like the idea of giving yourself negative tokens and them flipping them to positive ones, very unique
the intent was range 2. thanks for catching that aack
ye! i wanted to do a mix of self-negative tokens as well as self-positive tokens
that way, inverting is a straight positive most of the time. you have to plan out your moves
like, do i go fast, but take weak attacks, or switch my weak to strength, but suffer through slowness?
stuff like that :3
and even then, a lot of effects still grant negative tokens, so even if you set it up and get all positive tokens, it wont last too long
Ok, so I need help trying to balance summoning a tyrant, I made it take 6 soul and I made the tyrant summoned try and kill the nearest unit except for necromancers of either side, any other tips
It should probably also not give soul when killed
its a 6 soul ability, i dont think a tyrant dying and giving 1 soul back is that relevant xd
i also decided you can only do so round 4+
i need someone whose better than me at doing pdfs to help style the pages like they are styled in the original book
maybe one day lmao
I thought I saw someone doing that a while back
Unfortunately it’s god awful trying to search for forum posts
i tried to make my template here look as close to the original book as i could
i used the libreoffice file. no idea how itll look in other programs sfevcjh
The urge to at least finish the basic units for Amperia before going to bed :')
Also I'm thinking about changing their name but I'm not totally sure
They could sound more metal-y
they electric themed?
amprax sounds vaguely like anthrax which is a thrash metal band, and i think adding an x to the end of anything makes it sound more metal
galvaniza is a great name
yep, kinda like a frankenstein wired up corpses with batteries and coils grafted into them type of thing
i'm just bad at coming up with name names for things
same
Names are hard!
i can do portmanteaus like neuromongers or just name things like an organization like silent sanctuary
but making shit up?
im bad at that
Necromancer house that has made a pact with Xe’Yzzak, the Lightning Devil. The necromancers of House Amperia act as living conduits for their Devil master, their brains half-fried and bound to its will. The yellow crackling energy pouring from the coils and dynamos grafted into their flesh reanim...
Anyways here is the first draft
I still have to do the Necromancer stuff
maybe over this thanksgiving break i can finally work on the sanctuary now that i have their base mechanics done
But it's getting late to start coming up with 14 abilities now
albeit really kind of boring mechanics
Mechanics don't need to be flashy to be fun to play
Yeah I'm stumped for Galvaniza's necro too
it just doesn't mean anything until later down is all
it's two "wait until the units" traits
but it works for what they do
how much of their kit do you have done
All the units
anything for the necro?
Nah, nothin
hm
Just not sure where to start with traits
that's fair
traits were the easy part for neuromongers but thats just because there was a lot of mutability with the core trait
soul abilities
was the pain in the ass
and actions too
just figuring out what ideas were too powerful to be regular but then on what end of the sliding scale of power they ended up
i still feel like the 6 soul for them is just downright bad in most matchups but igorri
I still need to nail down what role the necro serves in the roster I s'pose
but i believe in you especially with how sick the scrapwitch turned out
thank you lmao
part of the trick is that galvaniza is hard to write Anything for because I don't know how it's core mechanic balances out in play yet
so I might end up having to overhaul uhhh everybody
that happened to me
it wasnt because a core mechanic was too good it was the opposite
it provided nothing to the actual gameplan
i just wanted to have a three-mechanic house
so i axed it and changed everything but i feel much better about it now
don't be afraid to go with one concept first and change it later
I really like voltage as a concept but it has a very specific economy at work and I don't know if that economy is broke or woke atm
work under the assumption of weakness not strength, i find it easier to make things stronger than weaker
but that's me
if it ends up being too busted then retool
Ultimately the balancing will be a matter of numbers
How high/low Voltage thresholds should be, how often should Extolling happen, ect
the roster, for reference
https://docs.google.com/document/d/1j3OVK8I2Fni_g02h1Zq4WFOpA6qq-gSxnyLHtRNh2YM/edit?usp=drivesdk
GALVANIZA A fanatical, disorganized, and dangerous technecrocult that has quickly sparked across Azenmezzeron, Galvaniza's believers search for a very different form of Death's End; the ascension of the body and soul to pure, unaltered energy, and with it, power akin to the gods. Preachers, engin...
i'll take a peek at this once i'm not busy
technecrocult should be a band name in real life
Be the change you want to see in the world
or mercenaries that anyone can take
ah cheers
yooo cryptik looks awesome
idea i had is a vampire themed like aristocrat thing with 2 different thrall options and a lack of one of the others but im not sure which one
i guess you have the mindthralls and the vampire spawn
for mechanics im thinking
BLOOD: when an ally takes damage they gain a blood token for each damage taken, at the end of their turn discard a blood token and roll 1d, on a 5+ regain a wound
then maybe like have like LEECH to steal wounds or positive tokens or something
just brainstorming rn
maybe some abilities can affect how much health a unit recovers
and maybe gives them like vitality or strength via some other abilities
i’d say instead of straight up healing make it vitality, cause not even abhorrers gets actual healing bar miracle/resurrection
Fair
So take damage get vitality?
Maybe like at the beggining of a units turn it gains vitality and some units can use vitality as other tokens
yeah that could work
Btw @ivory bane dont forget we have a share drive for all the homebrew missions and houses if you wanna upload stuff to it
Sure
@frigid laurel I did make rickertock which I think is pretty cool (also in the homebrew doc)
and cryptik is by @floral cargo
Oh yeah was rickertock updated on any way?
fraid not, playtests elude me
Oh thank you 😌
(Thanks for pinging me)
If anyone wants to playtest anything in tts in the next 3 hours, hit me up
Added cryptik to the folder
I had a similar idea of making a full house out of just vampires but I scrapped it
I’m planning on eventually making a house based on abyssal fish instead
abyssal fish vampires
Based mortasheen enjoyer
it's a classic
decided to clean up the kronodores soul abilities. felt like they were a bit too juiced and too wordy
"He's right behind me, isn't he?"
Oh cool, thank you! How broken are they lol
Lmao
Nowhere to go but up
Are they not dealing enough damage? Dying too quick? Or just need more/better abilities?
@peak zodiac
okay, it was fartamox vs scortifiore
here are the notes that my friend (garg) wrote there
Thralls appear a bit strong as they have ARMOR, 2 HP and a realistic way of dealing 2 damage, they ignore cover on top of that.
Appears rather strong for thralls.
Not enough ways to gain dishonor?
Armor on necro feels weird? Might be better to buff his df+
Chavalier is in an odd place, second ability is basically useless, it is nearly allways better to use the normal attack twice, instead of using it to buff.
Herald does not use honor at all? why does he buff himself? He also has a very hard time getting dishonor while being the only non tyrant source of magic damage.
lack of magic damage, and no armor ignor? Only thralls can buff to overcome
No indirect damage outside tyrant.
The ACT upgrades for the necro feel really ood, either EXTREMLY weak or just plainly not synergetic?
Soul upgrades look lovely!
Now let me type things out too
I think this is very weirdly worded and instead of comparing it to strength, you should just say that honor/dishonor cancels eachother out. Also, important to clarify whether or not honor and dishonor are discarded after applying their effect, because rn they are not, but it might be confusing.
Dishonor also feels like a HUGE debuff considering that faction has a lot of abilities that require one to roll good.
This is also weirdly worded. I would suggest to clarify that what you mean is, vanguard does not affect another unit with vanguard.
this is very strong, but imo mostly because of vanguard units. Gallants are very tanky. Their dishonor effect is kinda weak and it is nearly impossible to gain dishonor on them anyway, especially since they self honor. They are def the carries in the roster rn.
(just noticed tht the gallant profile was outdated in the tabletop, my bad. I think they are fine now)
Scions usually have 1 trait and 3 actions. Currently the vengeful challenge feels useless and since vanguard is passive, chevaliers feel a bit unsatisfying, as the only thing they do is roll to hit. Dishonored is a huge debuff to them, since they lose on damage. They still need to hit to benefit from it, but now attack with a disadvantage.
Exaltation is VERY bad.
Herals is one of the two sources of magical damage and he physically cannot use malediction because he self honors whenever he tries to buff people around him.
He cannot survive being targeted (the only way to gain dishonor) because he has magical armor and a save of 3+ (4+ with vanguard) so malediction is a non ability.
Rook relies on dishonor but dies from 2 grazes, 1 if the enemy had strength.
I think having 3 damaging abilities on a tyrant might be too much but idk
vanguard is also very strong since tyrant has a higher adjacent range, i would actually go for replacing it with some special tyrant specific keyword, like most tyrants have
two traits focus on honor, i think it would be better if one of them did something else instead
I think the actions could use more inspiring names
Summons feels fine, may be even strong
Destiny sounds good but is actually really bad because wtf are you trying to hit with 3 and more dice
Penance is bad because the only source of huge numbers of dishonor on this unit is code of the basilisk, and this ability cleanses them. This is kinda just worse mea culpa.
Jealousy i think is fine.
Mace of truth is REALLY bad. its a skull crack but worse on every level AND you can have it disabled completely if your army gain dishonor. which would be a buff since you wouldnt think of using and hit with a dread lance instead
Trample doesnt work. It requires you to be dishonored, but if you are dishonor you roll with a disadvantage. You need to roll two sixes to use its secondary effect.
Javelin is literally a gunwight attack but bad
Soul abilities are good
I think my big overall point is that they need more ways to get dishonor.
Throwing wind into the air, but imo dishonored should interact more with giving you strength. Since you are less likely to hit, if you want to play around dishonorability, you would need to rely to grazes or effect damage.
Lack of magical damage is a BIG thing and they need more of it
Maybe chevalier could get something thats like
"Dishonored: On a miss, after resolving a graze, deal 1 toxic damage to target."
2 birds one stone
Since its a mechanic limited only to this factiob now, i really suggest making dishonor somewhat of a buff
Hm. But then what would be the point of having both Honor and Dishonor?
If it’s a choice between Buff A and Buff B, that seems over complicated to me, and like it’s just gonna make the synergies be weird and frustrating
Adaptive game mechanics and variability
Instead of having to weirdly jumble together high rolling attacks and damaging curses, you can tie to them either edge
With the goal being underatansing that if you want to go into x, you must avoid y
This seems easy enough considering thrir gameplan is to just
Ughhh
Hit, i guess
Yeah clearly Honor/Dishonor as it is is not really optimized since it only applies to attacks
Rn the honor is really just a formation but kinda worse
It’s “pretend elevation” yeah
Since it can actually debuff you
Right
My biggest problem tho is
lack if magic damage
dishonorable abilities are actually physically inaccessible
Originally the vision was to just build up lots of Honor, and the necro’s core feature was to utilize all that honor
Yeah that’s definitely an oversight lol
Yea but that would be kinda boring
Lol wow okay
Boring as in
It would be the only playstyle
Houses try to feature multiple playtyles, either by having multiple mechanics or having those mechanics subvert themselves
We’ll keep in mind I wrote this prior to playing the game at all, so if there’s only one play style, that’s on purpose cuz I didn’t know what I was doing and hoped complexity would evolve naturally from a simple starting point
Thats okay 
Also originally, I had more abilities like the Rook’s bargain, and foresaw that being a kind of fun way to mix it up, like asking your opponent to gamble and then adapting to the outcome
So I think I’ll go back to basics lol
Its not that bad to go back to drafting imo
The basics are there
I think the honor edge works fine tbh
"Have advantage on attacks, be tanky, roll high for additional effects"
If you want to lean into the duality still, heres an idea
Most units in the game have 3 acts
Classify in your head those acts
1st is honorable
2nd is neutral
3rd is dishonorable
Honor is about rolling high - so how about any action you see as fit for honorable playstyle requires you to roll a 5+ for an additional thing to happen?
So they focus on rolling high and defenses
Neutral actions are something that your faction should always be able to use, so self buffs and token management
And dishonorable actions could instead focus on curses and dealing magic damage, ie, doing things without rolling.
Just to clarify, in this example, are H/D still doing +/-D on attacks?
Gallant and Chevallier have 2 actions instead, with theur 2nd being fairly fitting fir a neutral, and their 1st being an attack. How about effects on a graze on their attacks if dishonored?
Well every thrall only has 2, but I get what you’re saying and like that idea
Do excuse for typos i am barely conscious
Lol
And every scion has 3 :p
Haha
Yeah that sounds right
I think all freaks also have 3
Scions generally have
Offensive
Control
Defensive
Horrors have
Hit
Buff self
What’s generating the H/D then?
Thats the hard question because idk of a good way to do this tbh
I guess that’s a big question yeah haha
I think rn once you get any tokens its hars to get rid of them
I guess I’m just worried that if certain units are focusing on honor and others dishonor, then if they all follow the same rules for getting H/D then one group is always not getting what they want
But then if it’s different rules, that’s just. Yuck. Too much.
I think the only unit that should explicitly focus on dishonor could be the rook
Agreed
While others sorta just get the option
Hmmm
Might be overcomplicated, but could it be worth it to grant dishonor based on a unit specifically?
?
I was gonna say, if each unit just has one rule, it might not be too complicated. E.g. Chevalier gets honor on a hit and dishonor on a miss. Encourages high rolling. Or, don’t roll high and use the dishonor curse.
I like Rook staying dishonorable, and wanted the Herald to act as a kind of Honor Siphon, moving honor tokens around to the necro or other units that need it
Instead of it being given for general actions and same for everybody, your scions, say, could have Vow of a Scion, where they gain honor for rolling high and dishonor if they miss
Or Vow of a Thrall could be like, honor if they hit different targets, dishonor if they hit the same one
Mm yeah that’s a good idea for the thrall yeah. I’d maybe switch it though, for thematic reasons, unless there’s a mechanical reason to keep it that way?
Not really, its your house xd
Haha
Rook and herald could be the dishonor and honor unit, the problems just that others would need sources of magic damage too
Either way, i sadly go to sleep, dorry for all of this xd
I think Chevalier could keep a dishonor magic ability
Yeah what the heck get to bed
Thank you, also 👍
@peak zodiac on a quick note since i think i forgot about it
i think it might be better to make vanguard an active ability of some sort for the chevalier
because currently he doesnt really do anything outside of standing there and spiking. vengeful challenge is not really worth it and is situational, its just kinda unexciting.
heyo, made a first draft for a House! I have a generally poor sense of scaling, so I don't doubt there's a lot of stuff that could be improved upon here.
https://docs.google.com/document/d/1QDv_R4hvP62cJ7Vvo1YP2NgRCf1vv9NYSd2RpluOBgY/edit?usp=sharing
The Vindicators are less a house and more a collection of several close-knit backstreet gangs, who have taken a pact with the Justice Devil to either provide or receive protection from the more powerful necromancer houses. Many chose this life as a way to support their relations beyond the city, ...
These guys are cool!
They seem a little underpowered if anything; abilities like Larger Than Life and Blindside are really underwhelming. (in fact, not sure what Blindside is supposed to do, because you always deal at least 1 damage with an attack, hit or miss)
but the art and vibes are sick
hard to gauge how well Vengance as a mechanic works without seeing it in play... it does require your units to die!
which of course happens a lot, but, y'know
and there's no 'reliable' way to apply it to units you need it applied to beyond the temporary Archivist effect
(Not that I think the idea of the mechanic itself is bad, it's just a matter of how well the units can use it ig? Weights and scaling kinda thing)
the idea behind Blindside was that it gained more accuracy if the foe was vulnerable, meaning you were more likely to deal 2 or more damage. but I can see why that'd be underwhelming as the only thing
Oh, I did misread that
A Horror needing setup from itself or allies is the trend
so that's not Too bad
ahh
But even if you Graze on a Vulnerable target, they still take 2 damage
oh. ok I thought it was just a 1 on graze all the time
looking back through I see what you mean about the tokens. most of it is indirect application, bar the Archivist and Boss' stuff. gonna see where I can add more of it
yeah, needing setup to do big stuff is cool but it's also good to be wary of like
what if only 1 or 2 units on the enemy team actually kill any of your guys, or they use hazards or w/e
then you're relying on soul abilities and temporary application
course, it's fine for your faction to have counterplay to it but
i gotta stop feedbacking at midnight, my brain is not on enough for this
still dry for ideas on Galvanzia's necro... just not sure what role they take in the roster
all tha portraits fully finished. idk when I'll have time to do the unit tokens themselves.
also have to find the time to test out these dudes in a battle some time
(made an error with the scion's art, sorry about that) https://i.imgur.com/GzChs60.png
Fuck yeah
These are great
I really particularly like the funky angle on the Fixer to make them seem especially fucked up, with the busted nose and sharp face
like a weird bug of a man
thank you! 
designing stuff is always a joy
Archive (me) vs Goregrinders - Loathing (Goregrinders Victory)
GOREGRINDERS
Warlord - Blood Rush // Devil Impact // Furious Roar // Hellrider Kick // Frenzy Chain
Berserker // Bifurcate
Warhead x 4 // Bladed```
THE ARCHIVE
SysOp - Immortal Machine // End of Flesh // System Interrupt // Goodbye Insect
Drone
Hacker // Boosted Comms
Prime x 2 // Plasma Barrier
Hive // Storm Coils```
Biggest points of the match:
- Having three sources of obliterate in the comp was tremendously valuable, but felt pretty cracked
- Most of the faction having a 3+ Def stat felt oddly homogenous and could use some attention. Not necessarily in a "this needs to be changed" way, but in a "there's room for design here"
- Sync'd super armor felt appropriate on the Hive and overtuned on the SysOp
- System Interrupt was useful but not game-changing; GG player agreed - thought it was neat
- Most of the faction feels as though it does not gel well without the use of its core mechanic - that being Synchronize - which may be intended but still felt a little clunky
Relayed to the creator

Could you add this game to the game tracker?
Would anyone be interested if I were to make and post custom special scenarios/custom maps here? I feel the current lineup is a little lacking and, apparently, has some inherent jankiness
Yep! Feel free to
i should also add my Archive vs Abhorrers game to the list
Has that person trying to design six houses at once shown up around here?
Not that we have seen?
Restarting from scratch with a clearer view in mind.
Special Mechanic:
Condemn: Ignore the penalties of Cover from Walls and Elevation, and your attacks may always destroy Walls it damages.
Special Tag:
Ruin: If this ACT causes to destroy a terrain feature, activate this effect.
Rubble: this token can be spent to activate Ruin effects as if a terrain piece was destroyed.
This is really interesting, but I'd add cover from any terrain to Condemn. Elevated platforms also add cover so I imagine the ability would be more useful if it included them
I specifically said elevation so yeah
Oh, that's my bad! I completely misread lol
The riding thing i was thinking earlier was cool in concept but it may be best to just focus on how the Brutamoth absolutely hates the idea of you building houses.
Considering that only one faction makes any real use of walls, I worry about how often these abilities will be used, but the idea is very intriguing and I can't wait to see what you do with it!
Terrain in general is pretty plentiful even still, but yeah.
@undone sorrel hey I want to talk about the theming your vindicator faction
do you wan to talk about this in DMs?
well, what exactly are you trying to talk about?
I find the vindicator faction not fitting in Maleghast as they lack the undead element.
Okay???
even if they're not like...explicitly undead, they've all taken a pact with the Justice Devil. They are all soul-bound to the Boss necromancer
Even in vanilla, abhorrers are not explicitly undead either
everybody in the city is technically undead anyway, by virtue of not Staying dead when killed
Yep
Lets not gate keep high quality, high effort stuff for no apparent reason
Or i will make a weed candy goblin house just to spite you
I know. I am not saying that the faction is bad, I actually find them quite good.
I do also have an idea on how to make them more undead, if you wish to hear it.
I would like to see that. that sound like a fun faction
Then no necrogoblikon inspired weed goblins for you
):
I'm going to be honest: unless someone has explicitly stated that they're soliciting feedback for something's theming or aesthetics, showing up to go "Hey I don't think this works, but I have some ideas for how you can change this" is a thing that is generally undesirable
ok
finally getting back to work on silent sanctuary
took me like three days to figure out their faction tags and shit
i'm also working on a cowboy themed faction with one of my friends after i got them into maleghast a few days ago
it'll be interesting designing a ranged focus faction that doesn't step on carcass's toes and that is balanced away from reload
carcass has such strong ranged skills because they have to sacrifice a move to do it again
so figuring out how to still make ranged offensive good without just doing Reload 2 will be a fun exercise
omg sam elliot ghost rider
can wait to see that
Weird West is an absolutely superb genre and I support this endeavor
i know for sure so far what the tyrant is gonna be at least
big soul amalgam of a bunch of cowboys, has a big chaingun
or gatling gun whatever the proper term is
and also the thralls are going to be dogs
does the wording of this make sense
ignore what karma is for this example, just know that it's a token that you can build on enemies
does the wording of the effect itself make sense
if they have x karma, remove it and inflict x/2 slow
Hm. It makes sense but takes a sec to get there and feels like it could be said simpler, or even just the effect could be simplified. Why a min of 3 karma? That results in a minimum of 2 slow if you're rounding up.
Not that that number is bad, just feels like it could be said simpler if we boil it down some
hmmm that's true
i'll do rounded down for one thing, because that's what i intended, i just forgot how math works because i wrote that bit during a lecture
i'll work on the wording when i have the time too
Does anyone really know how math works?? Jury's still out
concept art for the tyrant
not done by me, done by my friend; i'll link their twitter in here once we're in the actual production phase of things
hmmm
im gonna make bounty clearable by killing a unit
harder to clear than doom but still clearable
bounty also has implications for every unit because all of their passive traits will have to do with it
Bounty is a neat idea but Hexflame... doesn't have a lot of bite to me?
i'm worried about making it too strong
most of their attacks will have it
this faction's whole thing is lots of mid to long range area suppression
not literal area control like mox or deadsouls
but just a shit ton of chain damage and blanket attacks
what would you suggest to give hexflame a little more zhuzh
oh also bounty can't stack
because that would be stupid
i clarified that in the doc now
Dunno! It was just my gut thought
Maybe it'll seem like more on paper in the context of units
(also i would say Bounty should be the special mechanic and Hexflame a special tag but that's just semantics)

hm.
hexflame is just kind of a worse infect huh
i only just now realized this
man fuck how do i do aoe damage spread without just doing infect 2
you know what hold on
this might be way overtuned
but i'm still in the ideas phase
so it begins
hellhounds serve a unique purpose among the faction in that they kind of just exist to fuck with enemy formation and generally make it harder to reach the backline where they have their heavier hitters
as well as being able to make said heavy hitters more effective early with stalk
leaving off with this for the night. would like feedback if possible
i want the scion's tankiness to come not from armor or excess health but from conditional defense boost
it's not terribly hard to apply bounty but it's also possible to remove it
is this appropriately tanky for a scion? it won't have any other inherent survivability boosts in its abilities either
interestin!
deadeye means im gonna have to be a little careful with effects on deadeye attacks
Right, but you have control over that
can't have anything too crazy since there's always a chance it can be applied twice in one turn
yes
i'll figure it out
It helps keep a distance from Infect by connecting into the faction's interest in toying with DF
Which is good
The Hellhounds seem fine enough; set up Bounty and do a little debuffing
i'm most excited to start figuring out the tyrant since i get to consider how to make a gatling gun come across through mechanics
i love tyrants
that was the one reason i couldn't stick with gargamox despite loving them very much
the one I cooked up for Galvanzia
i like having a big piece of shit lynchpin unit
who i'm rather proud of
yeah these guys are heavy on the magic damage
BEAM ATTACK
every tyrant has a Fuck All Walls but this one especially feels
personal somehow
i dont know what the wall destroyer for the Undertaker (cowboy tyrant) will be but i do know what it'll be for the silent sanctuary's tyrant
it'll pick up the wall and throw it as a projectile
I might want to clean up Faraday Gown a bit... the intention is that at high Voltage the Maiden gets to basically use positive tokens without losing them, until they drop below the threshold again
Flash movement is movement that is free and can go diagonally
galvaniza got schmovement
Horror
their only dedicated Melee is the scion
long range schmovers...
have you made any progress on the galvaniza necro?
i remember seeing you were a bit stumped
Not much, haven't really sat down to tackle the bugger
i wish you luck
Thankee
i love the process of homebrewing but i do dread both necros i have yet to do
I did retouch up the Schismatic though
literally just doing the necro is almost as much work as the entire rest of the units preceding it
schismatic is a fantastic name
heretic's brand is scary
I've been looking up so many damn synonyms for electrical and religious terminology
ha
you've done a great job of it so far
i've had to do so much research into buddhist terminology and structure and such for the silent sanctuary (which is fine, because 've been meaning to do that for personal reasons for a long time now)
i am glad i gave myself an easy out with the cowboy faction
naming shit for cowboys is easy
except for the house itself
fuck if i know what i'm gonna name them yet
HELLWEST
my first instinct was 'deadwest', which is sick but deadsouls is already there
i am going to save this idea as a definite maybe
i'm working on a friend with this and he's doing msot of the flavor and lore while i do mechanics but he hasnt been able to think of a name either so i'll pitch this to him when she wakes up
they have a pact with a devil called the Flickering Shepherd
the more bounties they collect for it the greater their power grows
basically just liek corpse piler but candle themed
Ooh, fun
everyone has some sort of candle and corpse wax theming which is why Hexflame was an original trait
Candle cowboys goes hard as hell
i have a sketch of the hunter somewhere my friend did
hm, retouch on the maidens trait;
FARADAY GOWN: While at +5 Voltage, unit does not lose positive tokens except for Voltage.
fuck yeah
this reads much nicer
👍
im going to make sure this unit is an absolute nightmare
It's still a little weird because you get to go 'I have 1 Strength so all hits from Purity Of Light do 2 damage' but then after you burn the voltage you still have 1 strength
every unit's passive affects how they interact with Bounty'd targets and i'm not sure what the hunter's will be yet but i know it's gonna make it deal just a fuckton of damage in some capacity
i think that's fair
it takes some amount of setup
and tyrants being able to do a lump of damage is by no means out of the ordinary when you look at shit like berserker or homonculus
This is true
The 'unlimited strength hack' is part of the intention for the record, I think that's very funny
tis why Divinity Engine generates it
my friend had a game where his berserker hit for seven damage with one move because of two strength + three hits of rip and tear + berserk and it killed the enemy necro
i love the electric maiden
i have no idea how it would look but i'm inagining a bunch of mini tesla coils lining a big coffin instead of the spikes
Think like, somebody encased in a hovering horrible looking brass powersuit crackling with energy
like OG iron man mixed with a torture device and Victor Frankenstein's roof setup
he's just along for the ride in there
CURRENTLY ASCENDING. PLEASE WAIT.
These guys want to convert themselves to pure energy
The girlboss is the closest step
With the Surgent being an almost-kinda runner up
that trait good god
making the ranged focus unit the most mobile is so fun
even if this thing would make me chew my knuckles trying to deal with it
Then we got the Conduit
bro is a speaker
and of course, thralls
wire cross is a funny visual
me hotwiring my enemies
i might end up doing the silent sanctuary tyrant before the other units
it’s a reverse of every other unit
instead of generating karma, it consumes it; in lore the nak muay is a newly ordinated monk who hasn’t yet learned to control or moderate their power so they’re just a giant hulking fighter but they lack the same stability and peace of every other unit
they’re the major damage dealer
horrors and hunters still deal good damage but they’re still more about setting up for big repeated effect chaining via karma
nak muay just rolls up and beats the shit out of you
oh dunno if you saw but I did put a Reason, or at least an upside, to splashing Voltage onto enemy units
All non-Galvaniza unit ACT Abilities have Voltage 3: Then take 1 irreducible Shock damage.
ohh, fun
scary
it probably won't end up being an actual strategy but it's nice chip and solves the issue of having tons of Voltage stack up on enemy units thanks to getting caught in splash stuff and it doing a whole buncha nothin
but yeah ampolytes are robed lil LEDheaded ghouls, conduits are cloaked and hunched priests with built in-speaker setups, Schismatics are engineer-looking buggers with welder masks and big ass batteries built into their backs, n Surgents are completely charred ghouls hovering and surrounded by lightning, bound in chains
For The Bit
@tawdry root thanks for sharing your galvaniza stuff here! Are you at all worried they're... Too strong? Lol
I'm not an experienced homebrewer, but just lookin at em they seem terrifying
You seem like you've got a good handle on it though so I'm curious about how you've thought about all that
Reason I ask is I was toying with an idea for a faction that builds power in a similar way (but instead of electricity it's Space Madness lol) only I figured since they were building power fairly quickly, the balance would be that once they reach a threshold, they start exploding haha
Ah, never delved into Warhammer :/
that’s fair! those just have some parallels is all
have you posted aforementioned space madness faction in here yet or are you still in the major workshopping and writing phase
Major workshopping phase
I'm kinda pleased with some of the stuff so far but just really not sure how viable the overall mechanic is
The lore is that there's a space demon that some folks from outside the dead city made blood pacts with, and hes told them the Ending of Death is his gateway into the world. A little lovecraftian, but avoiding the tentacles and unpronounceable words for originality's sake. And of course listening to the demon too much causes your brain to literally catch on fire.
Lots of astrophysics terms
At present the Tyrant is a slow moving black obelisk that whips pulsar beams around
we love foreboding stonework in this household
Oh they definitely might be!
I'll probably go and tone some of their numbers down
My big thought on them is mostly like... how to sort out the numbers for Voltage
how much of it should be gainable, how fast can a unit get to a Voltage 4 trigger, ect
But I think I gotta see play before I can gauge that
Well so just by the stats alone, they're fairly balanced
It's maybe dumb but if you just add all the stat numbers together, and then count armor (either type) as 1 and superarmor as 2, you get a kind of "budget" for each unit type. All the core houses are usually within one point of an average, and galvaniza is on the higher end but certainly not too high
Tyrants get 11-13, for example, and the electric lady's at 13
But yeah, I'm very curious to see how the voltage looks in practice
It would be cool to help you playtest but I don't know when I'd be able 😅
No worries, I still gotta crank out the dang necro first anyhow
The Cranked
that's me
now here is a question for y'all: should the necro be called the Missionary or the Evangelical
Missionary, you say 😶
lmao
we can both use the term it doesn't matter
but I'm still tryin to find something that hits just right for the vibe...
galvaniza necro will probably end up serving as a melee bruiser type
I already kinda am tbf
But that's fine
I'm going for more of a 'science cult' energy rather than 'church metal'
Right
Imo the current aesthetic is well apart from Abhorrers, even if they have that religiousness to them. Doesn't feel like it overlaps
I wish there was a cooler term for Generator... Dynamo? Powerhouse? Any way to cultify those?
Conductor would work if there was a music element lol
Maybe Precentor
Someone who Conducts a Choir, its a pun but it’s a good one
scion done
for now
i think i'm gonna change liquescent punch to push 1
push 2 is a little too mean
that way the enemy can get back in range of the wick but likely still not be able to push into the more fragile backline
banshee-breath is a good way to get around armor if it's there without having inherent damage ramp up
and harden is just
"i am a scion and i want to live"
upgrades too
foul miasma is what i am most worried about
i feel like that could be waaaaaaaaaaaay too overpowered
i just added a "does not stack" clause, but
even with that clause
-1D is a big deal
but i still want the wick to have something in an upgrade to make it harder to target allies
i'll roll with it for now
none of the faction's units have armor anyway
so grazes are still grazes
this is subject to change, but i cant imagine what i would give armor anyway
sure as fuck not the Wick, definitely not the Hellhounds, the hunter and the freak should be (relatively) fragile
and the tyrant...
hm
maybe the tyrant
every tyrant has some kind of damage reduction method
hunculus gets vit and higher defense, holy body gets vit and super armor, egis has armor, berserker has blood rage, bound devil has ward
i'll figure out what the Undertaker gets when i get there
maybe not armor but definitely some kind of something
Got a mechanical identity for a Hunter but could use some ideas for visuals
Idea which I'd really love feedback on;
Tyrant with the normal 6 HP, and only 1+ DF, but the passive is that it takes 1 less damage from units with Bounty
Basically just has permanent vit against Bounty-marked targets but if you don't have Bounty you will always hit it and it has no armor
I need some beasts that could toss a mean projectile. And i say "explodes into a line behind the main target" mean.
There's been a lot of talk on homebrew factions, but what about adding new units to the existing Houses? In most strategy games there's some level of redundancy in different roles, where multiple units could fill that same role but in different ways that allow for new strategies. Then of course there are units that seemingly go against the faction's gimmick but, in doing so, make that gimmick a safer strategy to use. For an example, in Command and Conquer the Brotherhood of NOD is a stealth and subterfuge faction known for hit-and-run strikes, and it also has a battle tank that seemingly goes against this idea. The tank is also the worst tank in the game in terms of stats. However, the tank is useful because it can draw the attention of enemy units while your sneakier, more vulnerable specialist units sneak around the back, so in going against the gimmick of Nod it actually makes that gimmick stronger. Applying this to Magnagothica, it'd be like giving a short-ranged but half-decent ranged unit to the Goregrinders to take advantage of maps with lots of elevation, or giving the Abhorrers a unit that's better in the first half of the match but falls of fast after the 3rd or 4th round
I just feel like there's a lot of room to expand the existing factions
Igorri Scion!
But I also mean multiple options in the same category
Like take the CARCASS Scion
Imagine if you chose between the base Scion or an alternate Scion that was like a chaingunner. It could Step 2 each time it fired so it could move while saving its Move for reloading
imo (heavy emphasis on the M), i think it'd be more fun to fill that final niche with a slightly counter-intuitive option, as opposed to adding another unit type that the House already has
also, wouldn't that just nullify the action cost of reloading?
If it was the entire point of the unit to be able to move and shoot, and it fell short in other ways like HP or Defense, then I'd think that would be alright
- melee CARCASS horror to force opposition to stay in the churn instead of moving forward to break formations
- ranged GG hunter that has pull on its attacks, drawing in victims for the rest of the 'Grinders to chew up
etc.
Struggling to conceptualize an Igorri Scion... What's the opposite of a generalist? Everything else
Gargamox Tyrant gotta be Rat King - not a ball of rats, just a very very large rat. He... eats walls and hazards?
Igorri's theme is stacking corpses and tokens up on themselves for more power, so the opposite of that would be turning positive tokens into negative tokens. The Scion could transfer positive tokens on their allies and turn it into Weakness or Vulnerability tokens for enemies
Good point!
Tho it's not too dissimilar from chopdoc's purge or strogoi's sin eater
Those remove positive tokens, but it's close
Yeah, it's not something Igorri is unfamiliar with lol. I just keep thinking back to those scenarios I kept running into where I had a spare Strength token I didn't have much use for and an enemy with 3 HP that I really wanted dead. Turning one of those spare tokens into a vulnerability token would add some (in my opinion) much needed burst damage to Igorri
Maybe the Spare Parts effect of that ability could be to give your ally one Mutation token per body consumed, effectively replacing the now missing token
While filling the gaps of each faction's missing unit type is nice, i still prefer factions not having everything because it reminds me of one other tactical skirmishy game about heavy metal... Which happens to be Guilty Gear Overture
Wait what
Have you never seen the gameplay of GG2:O?
Its way closer to a Musou but with a strong emphasis on actually managing your army and special units.
So, each character has an unique army themed around themselves, some armies even lacking entire unit types.
Valentine's tribe (all themed after nurse/hospital gothic lolita) lacks basic infantry and all of its units have a supportive skew, similar to Igorri, for example.
Sol is what if Full Frontline Warlord Goregrinders was the faction's actual gameplan, lmao
Idealouge
Galvanzia Necromancer
MV 4 DF 5+ HP 10 ARM -
Traits
Touched By Ascension: Whenever you trigger a Voltage threshold, gain 1 Strength and 1 Speed.
(Choose 1 More)
ACT Abilities
Blessed Stake (Melee, Attack)
On Hit: Deal 1 Damage and 1 Shock Damage.
Voltage 3: Deal 1 Weak.
(Choose 1 More)
finally got my brain churning on this bozo
Interesting
I want them to sort of fill the role of 'spooky melee chaser'
Makes sense to me
Though I have a funny suggestion
Reduce health to 8 but increase speed
That would be funny but I do want them to have a bit of durability
They have the 5+ DF
That is a lot of durability
And speed is more valuable on necromancers
there were some ideas like that!
another idea people had was making a necromancerless faction to run as mercenary units, sorta like infinity has
Realized cryptik broke precedent 😔😔😔😔
And not in a intended way
Everything besides the tyrant has 2 actions
When necromancer should have one and the scion and freak should have 3
I will fix this
Bonus Traits
Wireframe Flesh: While at +4 Voltage, you gain Magic armor. At +6, you gain Super armor instead.
Truthbringer: Whenever a unit Extolls to you, you Extoll.
Synapse Charge: When you are targeted with an ACT, you first may spend 2 Voltage to Flash Step 1. This does not break line of sight.
might bump up the volt cost on it to 3 but it's a very good positioning trick
You can use it to duck back to an ally to bodyblock, gain Cover, get an extra schmoove out of an ally's ability, ect
it also means you can't be hit by melee so long as you have the voltage
and aren't in a corner
ohh I should rephrase it, I don't want it to completely dodge melee
The idea is that whatever is being aimed at you will still Hit something, but you get a chance to schmove next to an ally to bodyblock or w/e
Hmmm
I got no idea how I'd word that but you're better at this than I am so I have faith
still probably would be the trait I take most often
That or wireframe
Because
Duh
I would go wireframe
Truthbringer is one that doesn't seem like much in comparison but I wouldn't sleep on it
Because half the gameplan of this faction is that they really want to Extoll to each other to build up Voltage faster
and thus get those Sweet Triggers
that's more value for your extoll per extoll on two units
I'm sure it's useful but having super armor seems like a good deal to me
Even if you'll dip in and out of it
Alright, throwin this out there:
ASTRAMAUR Trapped somewhere in the incomprehensibly vast void, the entity known as Zenth whispers to those who are mad enough to listen. Attuning one’s mind to the Star Demon’s nearly incomprehensible words requires filtering out the noise of reality and embracing in one’s mind the black flam...
Ah frick I always forget to name my documents lol
I cannot guarantee that these are balanced but this is basically my idea
I added the Pursuer because I wanted to make a reference to Resident Evil's Tyrants (Nemesis, Mr X, etc)
I will work on upgrades here soon, once I get another break from work
https://docs.google.com/document/d/1z5KnAFH6emneYyfe0F3HnBT6thdaC_qxuOpQuu69WpQ/edit?usp=drivesdk
Here's an updated version with the upgrades and a few tweaks!
I like the ideas of making units for the unused unit types for each class. Feel like the desc for the first ability is very bulky though on the scion, then you have to find a reliable source of vitality and strength on your team.
Nvm what I said holy
I found that units like the Homunculus and the Lycan tend to have those two in good amounts, especially with a Chopdoc acting as support, but I don't have all that much experience in the game so fat
Oh?
My brain completely forgot about the token gen from igorri 💀
Though the bulky text still stands
Yeah, I couldn't think of a better way to word it. I'll work on something better here soon
Maybe something like "Choose an allied unit and an enemy unit in range. Any number of Strength and Vitality tokens the ally has become Weakness and Vulnerability tokens (respectively) that are then granted to the enemy unit."
Honestly that seems like such a good idea, I'd love to see some generic zombie units that any faction could recruit cause, let's be honest, what's a necromancer game without a horde of zombies?
Hrum hrum
I've got a decent start on the galvanzia necro but now I'm stuck on Soul abilities
Is there a place where someone could see your collected work on Galvanzia?
befitting a very aggressive faction, the Headhunter is a very aggressive freak
while it does still have a pretty potent ally support move most of its utility comes from the ability to fuck up enemies
i am debating something, however. i am debating changing Next Bounty to granting you one Soul for killing the marked unit and giving no other token benefits
which i didn't do to start with since that's extremely touchy territory, giving a way to up soul gain
in fact i've talked myself out of it for the second time
that miiiight be a necro act
Oh, sure, I've got a doc
https://docs.google.com/document/d/1j3OVK8I2Fni_g02h1Zq4WFOpA6qq-gSxnyLHtRNh2YM/edit?usp=drivesdk
GALVANIZA A fanatical, disorganized, and dangerous technecrocult that has quickly sparked across Azenmezzeron, Galvaniza's believers search for a very different form of Death's End; the ascension of the body and soul to pure, unaltered energy, and with it, power akin to the gods. Preachers, engin...
Ooo, cool
the reason the faction applies so much slow is because they literally jsut cover you in wax
i also realize i dont think i posted the thrall here
but maybe i did
You did
But it's a cool thrall
this is the design for it also
done by my good friend @oblique nest who i am collaborating with on this
ohhh love that
:) we makin cowboys!!!!!!!
yee haw...
the question now is
if i'm making a faction with the carcass unit template (i.e. no horror) should i then also give my hunter 3 skills
barrelform is the only hunter with 3 skills
do i follow in the footsteps of the game at large or the faction i am hewing closely to
okay im not gonna do the entire hunter tonight but i am just gonna ask for any feedback on this
just as a starting point
i feel like giving them an easy way to get 3 to potentially 4 damage per shot with the right setup is
a lot
but i also dont want to give them a 1 damage shot by default
because that feels a bit limp
Thing about barrelform is that one of it's ACTs is like
a neutral formshift
that's true
the thing is i can't think of three separate abilities i'd give the snuffer tbh
Then don't!
all of the debuffing is done by other units quite a lot already via headhunters or wicks or hellhounds, so there's no need for a deathmark equivalent
Goregrinders has a horror but no hunter and the painwheel still only has 2 ACTs
i'll probably give it some kind of self buff
yeah
barrelform just gets to be funny as a treat
also i've realized; that's the point
the faction is below average against non-bountied units but extremely dangerous against bountied ones
so fuck it
Hunters/Horrors focus on getting a bit of setup anyhow, I'd say go for it
this way the Snuffer can only really get to a maximum of 4 damage and that requires a LOT of doing
as opposed to like
five
nvm i just thought of something for a third ability
har har
lmao
though
hm
okay
the idea is that the snuffer can create a wisp in a certain range and it can be used as a target for deadeye in any allied unit's attack
you dont have to roll to hit it and when you target it with a deadeye it explodes and disappears
splashes 1 curse damage and 1 slow
sets up for more tacked on damage and creates a sort of soft area denial
but what the hell would i even classify that as
it wouldn't be a wall or any sort of terrain
hmmmmmmmmm
fuck it i'll make it a unique status sort of thing
on a unit instead of a space
just make wisps a new special mechanic for the house
i would if bounty didn't already take up so much mechanical space
https://docs.google.com/document/d/1w6-FUT2OTA7nHz8atCnCQaiDPSA1zBIMgNrTOcYFyxY/edit?usp=drivesdk
I gave CARCASS a Horror unit and an alternative Freak option with a more defensive playstyle.
The Shotghoul is made for finishing off enemies that were softened up by your other units, and the Sergeant is a good unit for buffing up your squad and making enemies more vulnerable at the cost of the buffs being short range.
so that was a lie
Lol the work never ends eh?
So what is Deadeye? Just so I have a good idea what this unit does
Ahh, that's cool!
thank you! im having a lot of fun designing their gameplan
Based on your other work I can see that the Snuffer is great for setting up damage, and it's interesting how it is equally good at either setting up for an ally or acting on an ally's setup
It's like half hunter, half freak
yeah, i wanted snuffers to be definitively the big damage dealer either off of their own attacks or by allowing their allies to lead into crazy big chains of deadeye
especially with the fact that the Wick has an upgrade that lets it activate deadeye twice on one attack, which would stack with this, you could theoretically chain an attack four times
onto different targets
with the specific upgrades, obviously
much in the same way the freak is half hunter
(it's even called Headhunter, funnily)
it's a much more debuff-focused freak than most just because it basically exists to give your other units something to fill with lead
im gonna do the tyrant tonight too because fuck it why not
What ideas do you have for the tyrant so far?
i know what its trait will be and i have a vague idea about one of its attacks
the trait will be that it takes 1 less damage from units with bounty, flat out
but it only has 1 df, so attacks always hit
it's basically like having infinite vit
conditionally
This sounds like a backline tyrant, like Holy Body
mhm
it's gonna have a big chaingun
my current idea for how the gun works is that it's a range attack that turns into a line attack after hitting the main target
Typhonic Chaingun
i'll figure out how it works more specifically in about a few minutes
Maybe it could have a Slow effect with wax bullets, perhaps applying to units with Bounty. That'd mean that it traps Bounty units and its trait makes it so the affected unit can't fight back, effectively shutting down a unit if done right
But that could be a bit much
it'll definitely have slow somewhere in the kit
but maybe not on the main damage dealer
Not without needing an upgrade at least
mhm
I apologize if I'm being overbearing, I don't mean to intrude on your process lol
no no you're actually being qute helpful
it's just like 1:30 am so i'm not terribly eloquent right now
if i didn't appreciate the feedback or discussion i woulda stopped responding 🙏
Undertaker lacks a Deadeye attack but instead gets to control what direction the Line comes out from
so you can pull some 90 degree angle type shit
I'm glad to help!
Also I was gonna ask about the direction of the line, it might help to state that you choose the direction cause my first thought was that it continued away from the Undertaker
noted, have changed
Also Undertaker is a badass name for a tyrant, I can't wait to see how this lad looks >>
he's my favorite design of the lot
love tyrants
so, most tyrants have a dedicated wall-buster attack; i debated giving one of those to Undertaker, but i had a different and much stupider idea
instead of a wall buster or a big push effect or something
well
give me a second to finish writing this and you'll see
Well now you've got me curious, I was gonna go to bed but now I gotta wait
undertaker is gonna have an upgrade called hail mary i can tell you that for free
Undertaker's role is, similar to the holy body, to be this big piece of shit ranged problem that is tasked with protecting the more fragile backliners; Fastball is just an effective way for it to make melee units piss off forcefully
instead of bolides, you get to play baseball with someone's torso
Huh, that sounds like one hell of a move. Push 4 is no joke to be sure, I don't recall anything being able to push any unit that far
it is the biggest push in the game iirc
may get reduced to 3 but im gonna keep it as 4 for now because it's really, really funny to imagien throwing someone halfway across a standard arena
Yeah, the idea is certainly fun, tho if you keep this I'd suggest lowering the speed of the Undertaker to like 2 or 3 because otherwise it will be annoying to chase around
undertaker has 3 speed
Okay cool
4 speed tyrants like berserker and homonculus scare me
Homonculus is the goat. 1 Strength token becomes a deadly thing in the hands of a Homhunkulus
hunculus...
Hunkonculus
Archive (me) vs Goregrinders - Loathing (Goregrinders Victory)
GOREGRINDERS
Warlord - Blood Rush // Devil Impact // Furious Roar // Hellrider Kick // Frenzy Chain
Berserker // Bifurcate
Warhead x 4 // Bladed```
THE ARCHIVE
SysOp - Immortal Machine // End of Flesh // System Interrupt // Goodbye Insect
Drone x 2
Hacker // Boosted Comms
Prime // Plasma Barrier
Hive // Storm Coils```
Biggest points of the match:
- Lucky Goodbye Insect got 4 Vuln off on the Zerker early on, but Prime failed to roll effect high enough to obliterate despite being fed Much Strength. Skill issue on my part
- Necro got Cleaved to death.
Notes/Suggestions:
- As nice as destroy a wall is nice for Hive's sync'd Unmake, I think it needs to just be smth like Cleave. Hit a dude next to the other dude, maybe ignoring armor or with a chance to obliterate as well, like some badass backswing cleave.
also, grinders are fucking sauced up, jesus
I've heard that Goregrinders are seriously good, and I can see why
The damn Painwheel getting 2 free Speed after their aoe is nuts
having mini-aoe on thralls is very good
i haven't even been painwheel'd yet
i've just been getting seriously overwhelmed via action economy bc warheads are that good
Oh yeah, Warheads are nutty
Also quick question
When it says Move as far as possible, is it limited to the unit's Move speed or is it saying to go in a straight line until you hit a wall?
i assume it's move speed
My friends and I were confused by that
I assume so too, on second thought, but we ran it like an infinite line
It was not fun to deal with, considering I was playing CARCASS
You See
that's why it can't be an infinite line
because grinders are stacked already
anything that buffs the grinders? evil
It's funny because Goregrinders 100% have the aesthetic of being some final boss's minions in like an rpg game. Glad to hear they play like it lol
there we go
has potential for very huge spread damage and enemy disruption, like the holy body (grand oath can work wonders if you manage to stack enough vit on the bastard first)
but it can get torn apart quick at the start of the match when most enemies have yet to be Bountied and can just whale on it for full damage
it seems very very strong on paper (And i'm sure it will be very strong in practice) but it's not without counterplay
this faction focuses on target priority and getting residual benefits on other targets afterwards; they also force the enemy team to prioritize certain units at various phases of the match
i did just reduce the chaingun's main target damage to 1, BUT made churn corpses give it back 2 damage on main target
that way churn corpses is still a desirable action even if fighting has moved to close-mid range and long range attacks are no longer needed, and chaingun is not so fucking brutal out of the box
churn corpses, in the lore/flavor text/whatever, is just the undertaker stirring up the coffin heatsink full of body parts so the gun works better
revving up my Meat Washing Machine to make my gun shoot better
This guy is cool
having now slept since then, i think i have discovered a root issue, at least with this matchup.
even if i took a similar comp as the GG player (8 drones and 1 hive), the drones would not reliably be able to keep pace with the warheads. they don't reliably do enough damage in a wide enough range, even with the Lightning Claw upgrade.
similarly, the hive doesn't do enough damage in a wide enough range to clear hordes, even in melee. Storm Coils does a maximum of 3 damage with a strength on itself and a vuln on the target before arcing, and even then, it only arcs once. this might be enough damage against other houses, but Archive just gets mulched against GGs thanks to Blood Rage activating any time obliterate doesn't proc.
this is probably just frustration from losing against the exact same comp twice, but it's a very disheartening frustration.
Hmm, unfortunate
Also, @lethal echo, I was curious if you had any thoughts on Galvaniza?
I’ve cleaned up my Astramaur page so it’s actually viewable now. If anyone wants to take a look, feedback would be appreciated!
ASTRAMAUR Trapped somewhere in the incomprehensibly vast void, the demon Zenth whispers to those who are mad enough to listen. Attuning one’s mind to this Star Demon’s nearly incomprehensible words requires filtering out the noise of reality and embracing in one’s mind the black flame of stella...
Necromancer is far from done. Some things I’m wondering:
- does Obelisk need another ACT? Supernova seems like a pretty big thing on its own
- each unit has its own sorta strat, but does it seem like they’ll cooperate well? Or do they feel too different to work as a team?
- will they be viable? lol this is for playtesting to decide…
- frick also I gotta change the name of that demon, a quick google shows that’s the name of some chatgpt ai thing
I think it's a little weird to have Entangle be a house mechanic but only the Scion does it
You can just have that be a regular old non-keyword'd mechanic for the Scion in that case
Ah yeah that seems obvious in retrospect haha
As for everybody else... all that Frequency output feels hard to gauge without seeing it in play
From what I've seen it's very interesting, and I like the concepts and synergy therein, but I haven't had a chance to just hunker down and read the whole thing. I promise I will, when I can lol
hah, don't stress it
I will stress it, I'm definitely intrigued by the faction so far and I can't wait to see it in play~
me too 
i cannot think of a good name for this faction at all
how does one combine candles/wax/magic hexes with cowboy terminology in one word without it sounding stupid
Moonlighters
lmao anytime
i'm working on reformatting the homebrew template in my doc to match the original pdf exactly
will post a blank template version if i can actually get it to work
man google docs is a pain in the ass though
i got it about this far
i MAY be able to get the upgrade slots to be equal width later
and if i can do that, i'll make a blan ktemplate version with unit and necro stuff
Concept bash by a friend
Houseless community-made mercenaries and mechanics to use them. Critters that dont fit other houses, exiles, etc
Doc has only the general rules made by the author of the archice, but feel free to add on with your unit profiles, ill at the very least make a bag and doc for it on tts with next update
https://docs.google.com/document/d/1dS-k1F4hF97J7UN_Qsi5uHEoXndW_NHwGouYPnVSKCo/edit?usp=sharing
SELLSWORDS AND BLACKGUARDS MERCENARIES OF THE CITY OF A BILLION DEAD A HOMEBREW RULESET FOR MERCENARY UNITS FOR TOM BLOOM’S MAGNAGOTHICA MALEGHAST The Black City Anzenmezzeron is not lacking in warriors with no loyalty but to the coin. These reprehensible souls sell their services to the houses,...
My personal cooking project for a mercenary
Necrognome
Redcap
voila
for the actual eventual pdf i'll overlay images so i can get them the right size/look nicer/etc
but for the google doc this'll suffice
fuuuuuuuuuuuck why i gotta have another faction idea
thinking about unique terrain gen that isn't walls
mining faction that creates crystals which buff its units and debuff others
mostly because i also want a tyrant with a giant drill arm
people do seem to love special terrain gen
base kit of the necro
i have no fucking idea what im gonna do for 90% of the upgrades
but i guess i'll find out as i go along
i do know the additional traits will be called The Good, The Bad, and The Ugly
idk what they'll do but
it's such an obvious joke i had to make
they'll probably all be passives that interact with Bountied units
that each give the necro a different sort of focus
nvm i just had a truly horrendously evil idea for one of the traits
fucking nightmare ability
the more you target the necro the lower your DF gets
added a clause that unit traits relating to bounty don't stack
because shredding your own defense is already bad enough
buono
im proud of this act upgrade
very funny ability
a) because it's dynamite candles and b) because this could be a shit ton of damage across all units involved
ok im done gumming up the channel for the next few hours while i sleep
will work on the rest of the kit tomorrow
truly i am the bane of this channel
which of these is more busted
wow the way discord does double image posts never fails to amaze with how dumb it looks huh
anyway i'm stuck between either of these for the 6 soul
mmmm im gonna go wit hthe 2 damage one
it's more consistent
Why are the deadsouls in a forest
Cuz it’s cool 
Also more for the lab
ignore the typo
aaaand that is the Moonlighters done!
i will start playtesting in the near future
Sick
